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I don't think it's a good Idea to build your rax there. Either you are going to lose the scv or you are going to lose mining time protecting it. Most fast expand build have a delay in marine production in the current meta so It's fine to build your rax near your CC like you did with your first depot and then float it to your wall after the first marine if need be. Due to the location of your rax and its construction being delayed your 16OC is delayed by a considerable amount of time.

You didn't scout... How can you know how many gas he has made? How can you know if he went zealot first or stalker first? How do you know how much chrono he has?

Don't say that you knew it was coming because by not scouting you are netting yourself and additional 40 minerals per minute making the 4gate easier to hold. It is pointless practicing holding it blindly like this because your resources are different.

I dislike the choice to build your CC after your second depot. Either build the CC before the second depot or use the scv that built the depot to build the CC (see the optikdream lecture for a more in-depth explanation of this) - I know in this game you have money for both but if you hadn't of been delayed so much by the probe you would be able to use the same scv to build the depot then the CC without floating over 400.

You have cut scv production in order to make your natural (for 50 seconds!). This is because you have gone CC before OC. If you go OC first then the OC building acts as the worker cut getting you to the 400 minerals you need.

You haven't scouted - so you should be throwing down a bunker with the first 100 minerals after your natural. This is in order to hold a chrono-zealot poke.

You went 3 rax before bunker. This is very risky. If you watch the first replay if he walked into your natural with his zealot you would have had to hold that zealot with only 2 marines. If you scout and confirm that it is zealot first you need the bunker before the rax - if you see that it is stalker first you can afford to be a little more greedy with the order you do things.

You don't produce scvs from 4:57 to 5:42. That is a big gap. A very big gap.

The order of your build and the scv gaps has lead to you not being able to produce units very well at all. When his 4gate hits you have 7 marines. That's not good :(

Don't build the bunkers against the edges liek you have, this reduces the available surface area that your scvs have to repair.

Game 2:

Same deal with the probe harass. The location you are chosing to build things makes you vulnerable. Completing that wall off is not an urgency. Chosing to float your rax BEFORE producing a marine is very dangerous.

you lost this game because you didn't repair those depots.

This is not a viable build to beat a 4gate with. you can only do this kind of build after scouting a 1gate no-gas Nexus or a Nexus first. Against a 4gater you are basically committing a build order loss.

Game 3:

You actually scout this game and you see only 2 pylons, and a chronoboosted cybercore. If you sent your scv into his third, waited for the zealot-stalker poke to hit your natural and then sent him back in you would ahve seen the 4gate coming.

You take damage here because your bunker is late because of your build order. He sits idle with his zealot stalker and he still gets an SCV, if he walked straight in he could have gotten a lot more.

While you don't want to wall straight away you do wan't to wall eventually (against a 1 base protoss especially). The positioning of your bunkers lets him walk right past and into your main. If you had a wall there and raised the depot you could have trapped him between the wall and your bunkers.

The scv pull was late in your main. You should have used it to surround the units and then get to work on them with your marines. Killing the pylon wouldn't have been a bad choice either.

Game 4.

gaps in scv production leading to gaps in unit production. bad bunker positioning for aforementioned reasons. If your scv pull was a little faster such that you didnt lose the first bunker I believe you would have come really close to holding.

I'm only watching the first 4 because the mistakes you are making are the same each game.

Finally:

Say GG to your practice partners. This dude just 4 gated you 8 games in a row for your benefit and you just leave every game...

Be nice to your practice partners, BM people on ladder if you must but ALWAYS gg your practice partners.

Can't look at replays now unfortunately.., but how many SCV's are you pulling for repair? My guess would be the issue is not enough SCV's repairing/helping in the fight. That's really the only way I can think you can lose to a 4 gate if you were able to successfully scout that it's coming.

If you've scouted a 4 gate, you need to transfer some workers from your main to your natural. It's almost impossible to have pulled "too many" SCV's to use in the defense. Even if you end up well behind on SCV's, it's totally fine with you having 2 orbitals and your tech already starting.

And obviously start a second bunker as soon as you scout it...

If they kill your bunker(s), you lose. That's really what it boils down to.

If they have time to get sentries/enough energy to force field you away from repairing then you should've had enough time to build that extra bunker before they attacked.

Apologies if you are already doing these things and for some other reason it didn't work out -- as I said, I can't look at the replays right now.

Unfortunately i can't watch the replay right now, but have you had a look at Apollos recent tutorial?

Here he does a "technique" which is applicable to almost every all in play, even if it is against Zerg in this particular video.

It is of course super important that you scout and know what's coming to justify the 300 mineral invested into the bunkers. The payoff on the other hand is immense though, since you will be in super super good shape surviving an all in with 2 bases up, obviously.

What helps a lot if your scouting and reactions are not super crisp is just pulling like 4 scv to your bunker and turning autorepair on pre-emptively at the 6 minute mark. Pulling scvs to repair is the most important thing, even more than your bunker or marine count. If he doesn't attack straight away (like no attack up to 6:15-20) build a bunker or two immediately, he's probably just stacking army so he could bust through. There's no need for 4th rax, 4gate's probably the weakest all-in toss can throw at you.

Saying I'm bm, that I swear out my practice partner, that I am cancer and should die, that I'm never going to make it to diamond league, are all wrong statements. Yeah, I'm platinum, by definition I'm shitty at sc2, but I'm not a flaming asshole.

Plats are IMO quite good at macro, but it goes down whenever they have to improvise or multitask, if you're mechanics are at that level you just can't macro/scout/build bunkers if you haven't trained this particular reaction so you can do that more or less sub-consciously so you can focus on bunker placement, proper scouting, preparing your workers, whatever.